Valve Complete Pack

Gameplay:• Fixed an issue in the weapon recoil system which caused tighter shot grouping than intended.• Dead players no longer can see bomb or defuse icons on scoreboard for opposing team members.• Recoil impulses are now more consistent for automatic weapons.• The Movement acceleration and stopspeed values have been lowered per pro feedback.• Slightly increased the variance of the recoil patterns. Updated the recoil pattern for the ak47.• Adjusted the recoil suppression parameters to help tune burst fire.• Fixed an issue which was causing thrown weapons to emit from the base of players, rather than their hands. Gifted weapons will now correctly throw the proper distance.

UI:• Hooked up the win panel for arsenal mode to put emphasis on the winner and runners up.• The next weapon text in AR now displays appropriate text for the mode and state.• Fixed the alert for when you reach gold knife level showing up when anyone reached it.• When you get a point for an assist, it shows in the death message.

Maps:• New SE version of Aztec with no fog/particles/debris/ropes (except the bridge)

• Dust_SE Added correct skybox to the map properties.

• Shoots Turned down local-contrast settings. Fixed a strange clip on stairway. Fixed lighting on the dark hut in the Middle area. Fixed a few visual issues with the huts, and thinned out some of the thatch roof.

• Aztec Fixed floating leaf in tree alpha texture. Reduced specular on tarp roof. Fix for objects disappearing from skyline based on camera position near double doors. Fix for the collision of the crates near bombsite B. Fixed the collision of the scaffolding at Water below bombsite B. Improved the texture on the metal bars at Water below T Ramp. Can no longer climb the scaffolding at bombsite B. Can no longer walk to the far side of T Ramp. Can no longer access platform next to Bridge.

• Dust 2 Expanded and moved both the CT a T buy and spawn zones in radar image.

Models:• Fixed clipping issue on Terrorist skin with head wrap.• Fix for Sawed-off where bolt was sticking through the back of the housing during fire and reload animations.

Audio:• Trimmed up ambient content for Nuke, Bank, Train and Sugarcane and made adjustments to the script in Bank (balancing levels and adding some light breeze to match the trees) and a few updated references in Nuke, Train and Sugarcane.• Dust ambient optimization.• Shoots ambient optimizations• Lake and Safehouse ambient optimizations.• Italy ambient optimizations. Fixed a doorway where a player could move outdoors and still have the indoors ambience.• Baggage ambient revision and optimization.

Bug Fixes:• Fixed crash when in the Buy menu, then voted yes to change maps.• Fixed noticeable double round start in Arms Race when the first player entered the server/game.• Fixed shadows being cast by vgui screens ( mainly the bomb plant numbers in game ).• Fix for a bug where dropping the Famas in certain points in de_dust would cause the weapon to sink into the ground.

Miscellaneous:• Relaxing the supported video card checks: Display an error and exit if the card doesnt support shader model 3, bilinear PCF sampling, or cascaded shadow mapping. (No cards are actually marked as not supporting CSM in CS:GO.) So our minimal GPU is now the NVidia 6xxx series (2005), or ATI HD 2xxx (2006) or better.)

Updates to Team Fortress 2, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Source Engine Changes (TF2, DoD:S, HL2:DM)

Fixed a problem that allowed malicious clients to disable the "ping" and "status" commands for other connected clients

Team Fortress 2

Added The Toss-Proof Towel

Fixed a bug that caused many avatar images to not show up in the scoreboard

Fixed the Sharpened Volcano Fragment not igniting players

Fixed damage to buildings applying on-hit effects such as the Übersaw charge

Fixed Sticky Jumper stickybombs changing team when air-blasted

Fixed large floating point values getting truncated in WebAPI responses

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Community request

Added SetForcedTauntCam player input for map makers to place the player into third-person

GAMEPLAY- Added Brewmaster to Captain's Mode- Fixed non-hero units like Spirit Bear breaking smoke of deceit.- Fixed Burning Spear counter being reset by BKB.- Fixed illusions stealing Magic Stick/Wand charges from the owner.- Fixed a new bug with Riki's Blink Strike causing it to not attack right away.- Fixed True Form / Druid Form being cancelled and interruptable.- Fixed attack FoW reveal to happen when an attack fires off, rather than when your animation starts.- Fixed bug that would sometimes cause move commands or abilities to execute at odd times.- Fixed bug where DotaTV director would stop directing in the last minutes of the game.- Fixed Vanguard's block chance being too low.- Fixed Brewmaster's primal splits creating illusions from Wall of Replica.- Fixed Brewmaster not receiving XP when split.

VISUALS- Heroes will no longer lose their shadows.- Item Icon have been redesigned [We plan to continue update these over the next few weeks, please give us your thoughts in this forum (http://dev.dota2.com/forumdisplay.php?f=353)]- New visual style for Lion.- New Town Portal effect.

AUDIO-Some heroes will now call out to allies they encounter in the field during the early phases of a game.

UI- Fixed control groups breaking in the case where a hero has unit sharing enabled and another hero tries to control group one of the summons.- Fixed a case where casting an ability to control a unit (ie. Chen's Persuasion), then querying the unit before the ability fired would not end up with the unit in a selected state and the abilities would not be usable.- Fixed damage done to player-controlled units not showing up in the combatlog.- Fixed attributes tooltip not showing the correct values for Spirit Bear (or other hero-like) units.

BOTS- Bots can call out "top missing!" etc if an opponent goes away during the laning phase.- Bots are now more likely to use the Side Shop. They will hold off purchasing items if they think they'll be able to get them from the Side Shop soon, and are more likely to actually walk there to pick them up.- Bots no longer forget/ignore units that are reincarning.- Bots will now use couriers that are holding their items, even if the courier is currently returning to base.- Bots will only use couriers that are idle in base, so they shouldn't grab couriers as soon as they stop moving in, for example, the secret shop.- When a bot dies, if it had a courier en route, it will send the courier back to base.- Juggernaut is now more likely to use Omnisliash in teamfights, particularly when he thinks he can get all slashes on heroes.- Bots will no longer purchase items during the hero pick phase of the game.- Bots will no longer use any of their abilities on Passive difficulty.- Made Windrunner bot slightly more likely to use Powershot when ganking, and less likely to use Windrun for non-panic retreats.- Fixed bug that, under certain hero combinations, could cause lane selection to thrash.- Improved the Team Roam behavior, they should no longer clump up and get stuck, and should deal with any creeps attacking them.- Increased bot sensitivity to human pings for pushing and defending.- Increased range at which a non-carry bot will defer last-hitting to a carry bot. Non-hard-carries will now also defer to hard carries.

- Fixed bug where you would sometimes constantly reselect yourself when dead.- Fixed bug that would always cause Brewmaster to appear to be available in SD.- Fixed bug with Pudge and Aghanim's.- Fixed Brewmaster not distributing death rewards when dying while split.

Gameplay:• Reduced the amount of stepwise variation in the weapon recoil patterns so they are smoother and easier to learn and control. • The recoil jump on the xm1014 has been lowered. • The recoil on the ak47 has been lowered to be more in line with other weapons. • The ak47 recoil pattern has also been adjusted.• The cash reward for defusing bomb has been raised to $3500.• Added multiple T spawn points to Dust2.

UI:• The number of seconds to delay showing the player id when crosshairs are hovered over a player has been increased from 0.1 to 0.5. • Updated the mini-scoreboard for Arms Race to show the weapon for each player. • All of the players who are in the lead now show what weapon they are leading with in the mini-scoreboard.• The YOU ARE ON TEAM and old weapon leader messages have been removed.• Added a weapon progression panel in Demolition mode that shows the full array of weapons and your current progress.• Scoreboard will now instantly appear when triggered. • Easier to see who is alive by darkening the dead players.• Updated weapon icons.• Updated AUG small icon. • Updated MAG7 small icon.• Removed suppressor and extended stock from MP7 outline icon.• Added extended stock to MP9 outline icon.

• Dust - Added some back faces to the geometry where players could see out of the map. - Fix for an environment light effect that could be seen through a building as well as smoke grenade effect. - Added a cubemap and updated a floor material for a noticeably dark door.

• Office - Adjusted position of boxes so player can run past easily. - Updated the counter prop objects to be prop_physics_multiplayer, and marked as debris. - Turned off collision on pipes and lamp at Backway stairwell to prevent camping there. - Adjusted light map resolution just inside the stairwell to help it blend better. - Removed garbage models that were causing collision issues. - Added additional light behind CT Spawn so the lighting will look more consistent on the player models. - Removed half submerged pop cans from desk at entrance stairwell. - Made all of the monitors and keyboards physics objects. - Fixed missing trim at the main entrance stairwell ceiling. - Added player clip brushes to windows at Snipers Nest to make jumping through them easier. - Set the objects without physics hulls to non solid. - Adjusted the fade distance on the trash can near the building entrance at the back courtyard, as well as a number of others that were popping into view. - Adjusting local-contrast settings (made less blurry) - Tuned tonemap controller values to be more consistent with other levels.

• Inferno - Fix for players getting out of the map at T spawn.

• Safehouse - Fix for being able to jump on fence on edge of map. - Fix for missing faces by bathtub.

Today's update includes fixes that will be coming to the Xbox 360 in a future update.

Dead Center:The Hotel:- Made dropping between the top two floors much more difficult.

The Atrium:-Survivors should no longer be able to jump onto the vending machines near the start of the map, as AI infected could not see or path to this area.-Blocked Survivors being able to stand on the map placard, as this was a spot where infected could not path to.

Dark Carnival:The Highway:-Survivors should no longer be able to jump on top the truck near the ending saferoom, as AI infected are unable to attack survivors there.

The Fairgrounds:-Survivors can no longer climb on top of an early set of generator lights. -Made dumpster near the first warehouse session into a static prop to prevent grief blocking map progress.-The forklift near the entrance to the building leading to the silly slide has been removed.-Blocked survivors being able to stand on a maintenance structure near the back wall by the carousel, as AI infected were unable to see survivors if they zombie-hopped their way up there. -Blocked top of the back wall next to above for the same reason.-Blocked a hop up on a light post base where survivors in VS could glitch their way to 100% map completion.

The Coaster:-Blocked access to a stuck spot behind some stairs in the swan maintenance room. -Blocked survivors being able to jump on the shelf next to the stuck spot. Infected were unable to see survivors standing there.-Blocked being able to climb into the shelved swan in maintenance, as infected could not see survivors that were there. Additionally, it is very difficult to get out of it this swan once you're in.-Blocked access to the top of the truck just outside of the coaster area for survivors.-Blocked survivors from jumping on to several electric box props shortly before the coaster event, which could be used as invincible spots.-Blocked a method of climbing and skipping the roller coaster event start.

The Barns:-Blocked survivors being able to be knocked into the infected-only trash area next to the covered picnic area near the start. Players knocked over this fence could not make it back.

The Concert:-Blocked survivor access to the windows above the concert to remove an invincible spot.

SWAMP FEVER:Plank Country:-Added a bunch of dock props to break up a pair of invincible spots at the ferry panic event.

The Swamp:-Skipping the airplane event should now be much more difficult.

HARD RAIN:The Sugar Mill:-Blocked a hop-up onto some pipe-work that allowed survivors to skip the conveyor belt section.-Blocked access to a very tiny ledge opposite the elevator at the holdout event, which was an invinicble spot.

Mill Escape:-Blocked survivors being able to jump onto the roofs near the start which allowed them to avoid the sugar cane field altogether.

Town Escape:-Added a props to block access to a table in the restaurant, which was an invincible spot.-Blocked survivors being able to climb on top of the generator, another invincible spot.-Removed an invincible spot off the dock.

THE PARISH:The Waterfront:-Added a few props for infected to climb out from a garden area behind a wall, which had previously been inescapable.

The Park:-Blocked survivors from jumping on to the generator and the tops of the metal fences just after the park area, removing an invincible spot.-Blocked access to an out-of-map exploit area which was reachable by climbing an electrical box prop.

The Cemetery:-Blocked survivors getting on top of the white trucks near the end of the alarmed car lot, as these were invincible spots.-Blocked survivors from jumping the fence from the shed into inescapable infected-only territory following the bridge explosion.-Blocked players following the highway to the end of the map, which led to a spot where players could get under the map.

The Quarter:-Blocked being able to hop back up a one-way drop following the pool hall.-Blocked survivor access to the landing exiting the parade float event zone until the event itself has been started.-Blocked player infected from perching in a high window in the ending safe room, which could prevent a VS round from ending.

THE PASSING:The Riverbank:-Block infected ghost players in VS from getting under the map by crossing the bridge at the start.-Block infected from leaving map bounds by going beyond the first area, and slipping past the water kill brush.-Block survivors jumping the fence just after the first interior, allowing them to leave the map bounds.-Block an out-of-map exploit near the wedding party area.-Block an infected out-of-map exploit near the safe room.

The Port:-Survivors will no longer be able to stand on the indoor generator and access rooftop areas.

THE SACRIFICE:The Port:-Survivors will no longer be able to stand on the indoor generator and access the rooftop areas.

NO MERCY:The Apartments:-Adjusted player blocker for the corner drop safe-landing at the start to be slightly larger. -Added blockers to both air conditioning units near the start to prevent survivors from using them to skip the apartments.

COLD STREAM:Cut-Throat Creek:-Fixed a stuck spot in the rocks above the river tank fight.

DOTA 2 BOTS- Bots will now use couriers.- While there are any disconnected humans on the opposing team, bots will now select the most appropriate corresponding hero or heroes on their team to go back to the fountain to try to keep teams somewhat balanced.- Bots will no longer forget about heroes they're trying to kill when they go invulnerable.- Changed how bots think about attacking wards/minions, they should behave more reasonably now.- When bots defend a tower, they should now be more aggressive about transitioning into attacking, rather than milling around behind the tower.- Mid bots are now less likely to roam at early levels.- Fixed bug that was causing Zeus to killsteal (too much) with his Ult.- Earthshaker bot will no longer use Echo Slam to kill a lone hero unless that hero is a hard carry.- Earthshaker bot will no longer use Echo Slam on a target that it thinks is about to die anyways.- Windrunner bot will now buy Mekansm rather than Blademail.- Fixed bug that could cause poorly-aimed fissures and powershots.- Windrunner bot will now use Powershot when pushing/defending a lane, and sometimes to harass/last-hit while laning.- Fixed bug where Kunkka bot would freeze when trying to kill a non-hero target.- Fixed bug where Dire bots would respond to pings from spectators.

Updates to Team Fortress 2, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

- Fixed Spirit Bear having incorrect damage type- Fixed Batrider being stuck on a unit if Firefly ends on top of another unit- Fixed being able to get two heroes during Random Draft if you disconnected at a specific time